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Target architectures
Français · English
A preconfigured target architecture describes a target: the folder of each system, what its emulator reads, where covers go and the metadata file. You pick it in the rebase window.
| Architecture | For | Metadata | Covers |
|---|---|---|---|
| ArkOS / dArkOS (selected by default) | Anbernic handhelds and clones running ArkOS or dArkOS |
gamelist.xml in each system folder |
images\<game>-image.png |
| RetroArch / Lakka | RetroArch alone, or Lakka | None | Not copied by default |
| Batocera / Knulli | Batocera, Knulli and derivatives |
gamelist.xml in each system folder |
images\<game>-image.png |
| EmulationStation / RetroPie | Original EmulationStation and RetroPie |
gamelist.xml in each system folder |
images\<game>-image.png |
| ES-DE | ES-DE on PC or Android | ES-DE\gamelists\<system>\gamelist.xml |
ES-DE\downloaded_media\<system>\covers |
| Cocoon (Android) | Cocoon frontend | ES-DE layout | ES-DE layout |
| Onion / Miyoo Mini | Onion OS on Miyoo Mini and Mini Plus | miyoogamelist.xml |
Imgs, 250 × 360 |
| Anbernic OS stock | Stock firmware of the RG35XX and RG40XX | None |
Imgs, 300 × 300 |
Only the ArkOS / dArkOS architecture was validated on a device, see Limitations. A report through an issue is welcome.
ES-DE and Cocoon: metadata and covers are written to an
ES-DEfolder at the root of the destination, to be merged with theES-DEfolder of the device.
The editor opens with Manage architectures… in the rebase window, or with Edit preconfigured architectures… in the Settings.
A default architecture can be edited like the others. A Custom badge marks the ones you created, a dot those with unsaved changes.
- Duplicate copies the displayed architecture
- Delete removes the architecture and its file, default architectures included
- Restore default architectures puts the eight default architectures back to their original state. Custom architectures are left alone
- Save writes every modified architecture
Label and Description appear in the rebase window. The Identifier names the file of the architecture.
Hidden folder for multi-file games: the files of the game go to a folder whose name starts with a dot, which EmulationStation ignores, and an M3U at the root of the system launches the game. EmulationStation then lists a single entry per game.
- The option only acts on the systems marked M3U
- It is enabled for ArkOS / dArkOS, where it was checked
- On the target, the EmulationStation option that shows hidden files must stay off
- It is useless for ES-DE, which shows hidden files by default, and for Cocoon, which reuses the ES-DE layout
- Copy covers by default: starting value of the switch in the rebase window
-
Folder: relative to the system folder. If it contains the
{system}marker, it starts from the root of the destination:ES-DE/downloaded_media/{system}/covers -
Suffix: added to the name of the game,
-imagegivesAlundra-image.png -
Max width, Max height: maximum size in pixels.
0keeps the original size
| Metadata file | Written | Read by |
|---|---|---|
EmulationStation (gamelist.xml) |
In each system folder | ArkOS, dArkOS, RetroPie, Batocera, Knulli |
ES-DE / Cocoon (gamelist.xml) |
In ES-DE/gamelists, at the root of the destination |
ES-DE, Cocoon import |
Onion / Spruce (miyoogamelist.xml) |
In each system folder | Onion, Spruce |
Pegasus (metadata.pegasus.txt) |
In each system folder | Pegasus |
Logiqx (.dat) |
In each system folder | Daijisho, ROM managers |
Generated by default is the starting value of the switch in the rebase window.
A system missing from the table is skipped during the rebase.
In this screenshot, a conversion to CHD was added to the Dreamcast row. No default architecture turns one on.
| Column | Role |
|---|---|
| RomStation system | The list only offers the systems not set up yet. A click on the header sorts by name, a second click reverses the order, a third one returns to the file order |
| Target folder | The folder name on the destination: psx, snes, PS… |
| Keep name | Romset: the archive keeps its name, is never extracted and gets no M3U. Turn it on for arcade, Neo-Geo, Naomi, Atomiswave |
| M3U | The emulator of the target reads playlists: the discs of a game are gathered in a .m3u
|
| Extract | The emulator of the target cannot read the archives of this system: the game is extracted |
| Conversion | The external tool that converts the games of this system, or None |
An M3U cannot point to zip files. A system marked M3U must also be marked Extract, or converted.
- In the editor, select the architecture closest to your target
- Duplicate, then give it a label
- Adjust the target folders, remove the systems you do not need, set covers and metadata
- Save
The architecture shows up right away in the rebase window.
Open architectures folder opens %LOCALAPPDATA%\RomStationRebase\architectures:
-
index.json: the list of architectures and their general settings -
<identifier>.json: the systems table of one architecture
A row of the systems table looks like this:
{ "romStationSystem": "Dreamcast", "targetFolder": "dreamcast", "m3u": true, "extract": true, "transform": "chdman_createcd_default" }romStationSystem is the exact name of the system in RomStation. keepFileName, m3u, extract and transform match the Keep name, M3U, Extract and Conversion columns. transform holds the identifier of the external tool.
Exact names, to use in romStationSystem:
Playstation, Playstation 2, Playstation 3, PSP, Nintendo DS, Nintendo 3DS, Nintendo 64, GameBoy, GameBoy Color, GameBoy Advance, GameCube, Wii, Wii U, NES, Super Nintendo, Megadrive, Mega-CD, Saturn, 32X, Game Gear, Master System, Neo-Geo, Neo-Geo CD, Arcade, Dreamcast, PC Engine, PC Engine CD, Nintendo Switch, DOS, Windows, Naomi, Atomiswave, Model 2, Model 3
RomStation Rebase
Français
- Accueil
- Fonctionnalités
- Prérequis
- Installation
- Utilisation
- Le rebase
- Architectures cibles
- Outils externes
- Présélections
- Journal du rebase
- Limites
- Dépannage
- Codes d'erreur
- Architecture technique
English
- Home
- Features
- Requirements
- Installing
- Usage
- The rebase
- Target architectures
- External tools
- Presets
- Rebase log
- Limitations
- Troubleshooting
- Error codes
- Technical architecture